This file consists of conversions taken from The New Jedi Order Sourcebook for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

The "New Jedi Order Sourcebook" provides GMs and players with a wealth of information concerning the fanatical Yuuzhan Vong and their invasion of known space. The writing is well-done and informative, easily digested and understood. The book's color artwork, which is plentiful, is dark, and conveys the true menace of the alien enemy that threatens the heroes. As with most d20 supplements, the lay-out is fairly clean and well-organized. Hard-bound and 159 pages in length, it is constructed of good-quality materials. The price tag of $29.95 is typical of the newer Wizards hardbacks, though it is available at a discount from some vendors.

There is a lot of new stuff in this book, including many ships, pieces of Yuuzhan Vong biotech, and a comprehensive background of the New Jedi Order novels. Everything you ever wanted to know about these books is presented here, with a separate chapter for each book in the series. Though the information is vast in scope, I think that people who have read the books will get the most out of this supplement.

Should you buy this book? Let me start by saying that this is probably my least favorite d20 supplement to-date. This doesn't stop me from recommending it, as it is filled to brimming with all sorts of new and interesting things. Anyone who wishes to run a game set in the New Jedi Order era absolutely needs to own this book. For those of you who, like me, don't care for the setting, save your money for other supplements that are more relevant to your gaming style.

Kushiban (NJOS, sidebar, page 108)
Home Planet: KushibahAverage Kushiban. Dexterity 3D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 1D, Technical 2D.
Attribute Dice: 12DDEXTERITY 3D/5DKNOWLEDGE 1D+1/4DMECHANICAL 1D/4DPERCEPTION 1D+2/4D+1STRENGTH 1D/2D+2TECHNICAL 1D/4DSpecial Abilities:Nimble: Kushiban gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.Mood Fur: A Kushiban's fur changes color with its emotional state.Story Factors:Cute Appearance: Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.Move: 6/8Size: 0.5 meters long

Ryn (NJOS, pages 81-82)
Home Planet: Unknown (believed to be somewhere in the Core)Average Ryn. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Attribute Dice: 12DDEXTERITY 1D+2/4DKNOWLEDGE 1D+1/4DMECHANICAL 1D/4DPERCEPTION 2D/4DSTRENGTH 1D/4DTECHNICAL 1D/4DSpecial Abilities:Musical Beak: The Ryn can play their perforated beaks like musical instruments. Some Ryn become so adept that they can imitate the tonal languages of many droids (R2 units, etc.). This requires a Moderate Perception: Musical Instrument skill check, though a Ryn will be unable to communicate unless he knows the droid's binary language.Musical Aptitude: Ryn have a talent for music, and gain a +2 pip bonus to any skill rolls that involve music (singing, playing instruments, etc.).Prehensile Tail: A Ryn can use its long, strong tail to grip items or individuals with both Strength and Dexterity attributes equal to the Ryn's own -1D. Supporting heavy weights with their tails is painful, and requires a Moderate Strength: Stamina skill roll each round past the first when they are supporting the weight of themselves or another being.Story Factors:Bad Reputation: Ryn are almost universally despised as thieves and con-men.Odor: Ryn have superstitions regarding personal hygiene, which leads them to possess a characteristic odor that others find unpleasant.Move: 10/12Size: Unlisted (Medium)

Creatures 

Grutchin (NJOS, pages 39-41)
Dexterity 1D
Perception 2D
search 4D+2Strength 7D+2
climbing/jumping 12DSpecial Abilities:Bite: The bite of a grutchin does the creature's Strength +3D in damage (character-scale).
Blindsight: Grutchin can "see" objects in space up to 2,000 meters.
Darkvision: Grutchin can see up to 20 meters in total darkness.
Environmental Resistance: Able to survive in both vacuum and hyperspace.Self-Guiding: When used as a missile weapon, grutchin move at missile-like speeds and guide themselves to their targets. Grutchin attack and maneuver with an effective Piloting skill of 5D, and inflict their acid-enhanced bite damage if they are able to strike a ship that has no active shields. On a successful strike, the grutchin will grapple onto the ship it has pursued and begin to attack, once per round, until the ship has been destroyed.Move: 8 (ground), 210 (fly, 600 km/h)Space: 1Size: Large

Implanter (NJOS, pages 48-49)
Dexterity 4Dpincer attack 4D+2Perception 1Dsearch 2D+2Strength 0D+2Special Abilities:Implant: The creature can implant a surge-coral seed with a successful pincer attack against a stunned or helpless target. The subject must succeed at Difficult Strength check to resist the implanted surge-coral. Whether the roll succeeds or fails, the character is unable to run. This difficulty increases by +1 for every surge-coral seed that has been implanted past the first, and a separate roll must be made each day. If a roll fails, the subject loses 1 pip from both his Strength and Dexterity ratings. When the subject has lost 2D each from both his Strength and Dexterity ratings, his total Move score is also reduced by half (rounding down). These modifiers are permanent until the surge-coral is surgically removed. Anyone with the Technical: Medicine (A) skill can attempt to surgically remove surge-coral from a subject. The difficulty of this skill roll is equal to the number of pips lost from the victim's Strength and Dexterity scores times five, with a maximum difficulty of 30.
Low-Light Vision: An implanter can see twice as far as a normal human in poor lighting conditions.
Stunning Frond: Any living being touched by the implanter's frond must succeed at a Difficult Strength check or be stunned for 1D rounds.Move: 3Size: One-fifth of a meter long

Minshals and Grashals (NJOS, page 49)Minshals are colossal creatures that act as rapid deployment shelters for the Yuuzhan Vong. Although alive, minshals are treated more like structures. The average minshal has a capital-scale Hull rating of 4D+1. Breaking through the exterior of a minshal requires a Strength check with a difficulty of Heroic +20. Smaller versions of minshals, known as grashnals, have starship-scale Hull ratings of 3D, but are otherwise identical.

Ngdin (NJOS, page 50)
Dexterity 0D+2
Perception 1D+1
search 2D+2, sneak 2D+2Strength 0D+2Special Abilities:Force Immunity: Ngdin are immune to all Force powers that involve Sense or Alter.
Stinging Cilia: Any creature that is in physical contact with a ngdin must succeed at a Moderate difficulty Strength check or be stunned for 1D rounds. The stings from the cilia cause a numbing effect once the initial stun has worn off, and this can last for about a day.Move: 1Size: 10 to 25 centimeters long

Riding Lizard (NJOS, pages 102-103)
Dexterity 2D
Perception 2DStrength 7D+1climbing 9D+2Special Abilities:Bite: Does Strength +1D damage.Claws: Do Strength +2 damage.
Force Immunity: Riding lizards are immune to all Force powers that involve Sense or Alter.Intractable: Any non-Yuuzhan Vong creature attempting to ride one of these creatures suffers a -3D penalty to his Beast Riding skill. Additionally, riding lizards are not trained to fight, and will only do so in self-defense.Natural Armor: The riding lizard has thick natural armor that grants it a +1D+2 bonus to all Strength rolls made to resist physical damage.Move: 14Size: 5.3 meters longOrneriness: 2D

Voxyn (NJOS, pages 137-138)Dexterity 3D+1dodge 6D, spit acid 7DPerception 3D+1
hide 6D, search 6D, sneak 6DStrength 3D+2
Sense 3D
Force Powers: Life Detection, Sense Force, Sense Force Potential.Special Abilities:Acid Spittle: Voxyn can spit acid with a range of 1-2/4/6. This attack can be dodged just like any other ranged attack. Voxyn acid inflicts 3D+2 damage each round for 1D+2 rounds, and will damage any armor or equipment it comes into contact with (see SWD6, pages 94-95). During a round that a voxyn spits, it can make no other attacks.
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage, plus disease (see below).
Disease: The claws of a voxyn are rife with harmful bacteria. If a target takes damage from a voxyn's claws, it must also succeed in a Difficult Strength check. Failure means that the wounds are infected, which results in a loss of 1 pip from its Strength rating. After 24 hours, the victim must make another Strength check, with failure resulting in a loss of another 2 pips from Strength. This loss can be healed with proper medical attention.
Force Immunity: Voxyn are immune to all Force powers that involve Sense or Alter.
Force-Sensitive: This creature is Force-sensitive.
Low-light Vision: A voxyn can see twice as far as a normal human in poor lighting conditions.
Nutrient Dependency: Voxyn must ingest a nutrient compound from the planet Myrkr in order to survive. Without this nutrient, their Strength score is halved after a month, and quartered after two months. After three months without the nutrient, a voxyn will die.
Poison Tail: Anyone struck by a voxyn's tail takes the creature's Strength +1 in damage, and must make a Difficult Strength check. Failure indicates that the target is completely paralyzed for 2D minutes. The poison also causes swelling and redness in most creatures, and this lasts 1D days.
Regeneration: Voxyn heal twice as fast as other creatures.
Sonic Screech: A voxyn can let loose with a compressed-wave screech. All living beings with 10 meters of the screeching voxyn must make a Difficult Strength check or be deafened for 1D+2 days. Voxyn will typically use this attack prior to its initial attack in order to disorient and confuse its opponents. A screeching voxyn can make no other attacks.
Toxic Blood: Any air-breathing creature within 2 meters of a voxyn that has been wounded (or worse) must succeed in a Difficult Strength roll, or suffer 5D of poison damage.Move: 14Size: 4 meters long

Voxyn Queen (NJOS, pages 150-151)
Dexterity 3D+1dodge 7D+1, spit poison 8D+2Perception 4Dhide 5D+2, search 6D+2, sneak 7DStrength 5D+1Sense 3D+2
Force Powers: Life Detection, Sense Force, Sense Force Potential.Special Abilities:Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage, plus disease (see below).
Disease: The claws of a voxyn are rife with harmful bacteria. If a target takes damage from a voxyn's claws, it must also succeed in a Very Difficult Strength check. Failure means that the wounds are infected, which results in a loss of 1 pip from its Strength rating. After 24 hours, the victim must make another Strength check, with failure resulting in a loss of another 2 pips from Strength. This loss can be healed with proper medical attention.
Force Immunity: The voxyn queen is immune to all Force powers that involve Sense or Alter.
Force-Sensitive: This creature is Force-sensitive.
Low-light Vision: A voxyn queen can see twice as far as a normal human in poor lighting conditions.
Nutrient Dependency: The voxyn queen must ingest a nutrient compound from the planet Myrkr in order to survive. Without this nutrient, her Strength score is halved after a month, and quartered after two months. After three months without the nutrient she will die.
Poison Spittle: Rather than making any other attacks, the voxyn queen can spit poison at her opponents with a range of 1-3/6/10. If hit, a target must make a Very Difficult Strength check or suffer a -1D penalty to all Search skill checks. Additionally, the target treats all opponents as if they have half concealment due to his impaired vision. After an additional minute, another roll must be made. Failure indicates that the target is struck blind for 1D+2 days. If the second roll is successful, the character's impaired vision only lasts 2 days.
Poison Tail: Anyone struck by a voxyn's tail takes the creature's Strength +1 in damage, and must make a Very Difficult Strength check. Failure indicates that the target is completely paralyzed for 2D minutes. The poison also causes swelling and redness in most creatures, and this lasts 1D days.
Regeneration: The queen voxyn heals twice as fast as other creatures.
Sonic Screech: A voxyn can let loose with a compressed-wave screech. All living beings with 10 meters of the screeching voxyn must make a Difficult Strength check or be deafened for 1D+2 days. Voxyn will typically use this attack prior to its initial attack in order to disorient and confuse its opponents. A screeching voxyn can make no other attacks.
Toxic Blood: Any air-breathing creature within 2 meters of a voxyn that has been wounded (or worse) must succeed in a Difficult Strength roll, or suffer 5D of poison damage.Move: 14Size: 4.6 meters long

Yammosk (NJOS, pages 27-28)
Dexterity 1Ddodge 3D+2Knowledge 3D+2alien species 8D, alien species: Yuuzhan Vong 10D+1, intimidation 9D+2, scholar: physical sciences 6D+2, willpower 10D+1, survival 6D+2Mechanical 2Dastrogation 5D+1Perception 4D+2
con 7D+1, persuasion 8D+1, search 8DStrength 11D (starfighter-scale: 5D)
Technical 4D+2Special Abilities:Atmosphere Generation: The lung capacity of a yammosk allows it to hold enough air to support thousands of oxygen-breathing creatures for several hours. A yammosk can produce a large, transparent bubble of oxygen, but can only do so once every 24 hours.
Bite: The bite of a yammosk inflicts its Strength +1D+2 damage (6D+2 starfighter-scale).
Crew Skill Bonus: A yammosk can assist the crews of all of its assigned Yuuzhan Vong capital ships within 10,000 kilometers. This results in a +2D bonus to all rolls by these crews that involve Astrogation, Gunnery, Piloting, and Sensors skills. This bonus does not affect non-capital-scale Yuuzhan Vong ships, nor do multiple yammosks provide additional bonuses. If the link between the yammosk and its fleet is somehow severed, this bonus is lost. Note that this bonus has already been factored into the Crew Skills of all converted Yuuzhan Vong ships that it would normally apply to.
Gravitic Telepathy: Yammosks can both receive and broadcast thoughts, allowing it to treat all of its assigned forces (the crew and troops of any ships, including non-capital-scale coralskippers) as being within sight and voice range. This effect extends to a range of 10,000 kilometers.
Shared Knowledge: Yammosks share their collected memories with their offspring. While a newly-born yammosk will possess these memories, however, it takes time before this knowledge can be applied to the creature's skills.
Starfighter Scale: Due to their size, yammosk are considered starfighter-scale.
Subsensory Awareness: The yammosk has the ability to judge a target's basic state of mind, and is a form of empathy. By making a successful Perception check (difficulty of the target's Control or Knowledge: Willpower), a yammosk can gain a +1D bonus on all Con, Intimidation, Persuasion, and Willpower rolls made against that target. This effect lasts one minute per use.Tentacles: Although the yammosk has six tentacles listed as natural weapons, the damage rating is given as "special," and no other notation is made in the entry's text. As such, assume that the tentacles can be used to grapple and crush opponents using the yammosk's Strength rating as the attack's damage.Move: 4Size: Heads can be up to 19 meters in diameter, with tendrils that can span more than 100 kilometersNote: Yammosk in d20 possess several class levels, and thus don't ascribe to the typical creature entry. Therefore, this conversion treats them more like a character than a creature.

Yuuzhan Vong Capture Beast (NJOS, pages 87-88)
Dexterity 2D
Perception 2Dsearch 3D+1Strength 14D+2 (walker-scale: 10D+2)
climbing 17D+1Special Abilities:Enclose: A capture beast uses its massive bulk to herd ground-based creatures, grappling them with its sucker-tipped legs (see below). It eventually joins its head to its tail, forming a 4 meter-high living "wall" around its prey.
Force Immunity: Capture beasts are immune to all Force powers that involve Sense or Alter.Legs: The capture beast has a hundred pairs of sucker-tipped legs which it uses to restrain targets. Anyone attempted to escape from a capture beast by climbing over it must resist 1D+2 grapple attempts. The legs are considered to be character-scale for the purposes of attack and damage rolls. Each leg has an effective Strength rating of 7D+1, and this total is used when making grappling attacks against captured creatures.
Walker Scale: Due to its size, the capture beast is considered to be walker-scale.Move: 8Size: 200 meters long

Yuuzhan Vong Dread Weapon (NJOS, pages 85-86)
Dexterity 0D+2
Perception 1Dsearch 3D+1Strength 10D+2 (starfighter-scale: 4D+2)Special Abilities:Able To Exist In Zero Atmosphere: The dread weapon can exist in a vacuum with no ill effects.
Inhalation: Any unsecured characters within a 50 meter semicircular radius of the dread weapon's mouth is at risk of being inhaled by the creature. A character can attempt a Difficult Dexterity check in order to grab onto something, with failure indicating that the character has been drawn 20 meters closer to the dread weapon's maw. Anyone sucked into the dread weapon cannot attempt to cut its way out of the creature, as its skin is dozens of meters thick. The duration of this inhalation ability is 2 minutes, after which the dread weapon must rest for an equal amount of time. After inhaling victims, the dread weapon typically retreats and delivers them to its Yuuzhan Vong masters before returning for more.
Starfighter-scale: Due to its size, the dread weapon is considered to be starfighter-scale.Move: 20Size: 2,000 meters long

Yuuzhan Vong Fire Breathers (NJOS, page 86)
Dexterity 1D
Perception 1D+2
search 6D+1Strength 8D+2 (walker-scale: 4D+2)Special Abilities:Anti-Laser Aerosol: As long as a fire breather is alive, it generates an anti-laser aerosol. This give fire-breathers an additional +3D (character-scale) bonus to resist damage from laser- and blaster-based weapons.
Fire Breath: As indicated by its name, the creature can breath fire in a 30 meter long, 30 meter wide cone. These flames inflict 5D of walker-scale damage to any targets caught in the blast. This attack can be employed once every 1D rounds.
Force Immunity: Fire breathers are immune to all Force powers that involve Sense or Alter.
Slam Attack: Does Strength +3D+2 damage (walker-scale damage: 8D+1).
Walker-scale: Due to their size, fire breathers are considered walker-scale.Move: 6Size: 30 meters tall

Droids 

YVH 1-1A (NJOS, pages 141-142)
Dexterity 3Dblaster 6D, brawling parry 3D+1, dodge 4D+1, melee combat 4D+2Knowledge 2Dintimidation 3D+2, languages 7D, scholar: Yuuzhan Vong 3D, scholar: Yuuzhan Vong biotech 4DMechanical 3Dsensors 4D+2Perception 2Dhide 2D+2, search 5D, search: tracking 5D, sneak 3D+1Strength 4Dbrawling 6DTechnical 2Ddemolitions 3D+2Equipped With:Atmosphere Analyzer (The droid is able to detect various chemical and pheromonal indicators, which allows it to detect Yuuzhan Vong that are using ooglith masquers. As such, the droid can attempt a Moderate Sensors skill roll to detect a disguised Yuuzhan Vong)
Comlink (The droid has a speaker that allows it to replicate organic speech)
Heavy Armor (+3D to Strength rolls to resist damage, 2D to Dexterity)
Heuristic Processor (The droid is able to use skills it is untrained in)
Improved Sensor Package (The droid has a +2 bonus to all Search skill checks)
Infrared Vision (The droid can see in the dark up to 30 meters)
Locked Access (The droid's shut-down switch is secured or internally located)
Telescopic Vision (The droid's visual sensors include a long-range capability)
Translator Unit (Gives the droid a +5D bonus to Knowledge: Languages)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Weapons Mounts (The droid has one or more appendages that can have weapons attached to them)Move: 10Size: Unlisted (Medium, probably the size of a typical Yuuzhan Vong)Cost: Unique prototype, not available for sale

Force Powers 

Control & Sense Powers 

Battle Meld (NJOS, sidebar, page 146)Control Difficulty: Easy, +2 for each person to be included in the link, modified by relationship.Sense Difficulty: Easy, modified by proximity.This power may be kept up.Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy.Effect: This power may be used to include any other Force-sensitive characters in a telepathic link. A person involved in the meld can add a +1 pip bonus to any attribute or skill rolls made for every two people that are linked together in this way. Note that only the highest modifiers for Relationship and Proximity are applied to this power's difficulties when it is activated. For each round the meld remains active, each participant must succeed at a Moderate Willpower or Control roll, or be forced out of the meld. If the Force-user who initiated the meld fails this roll, the entire link fails. The bonus granted by the battle meld applies to this Willpower or Control roll.

Alter Powers 

Shadow Bomb (NJOS, pages 140-141)
Alter Difficulty: Special (see below)This power may be kept up.
Required Powers: Telekinesis.Effect: This power was developed in order to stealthily deliver non-propelled proton torpedoes to Yuuzhan Vong targets. Using the Force, a starfighter pilot can release his missiles, guiding them to the target with his thoughts alone. The difficulty of this power is the difficulty to hit the target (based on a range of 1/2/4), with the difficulty further increased based on the target's speed (SWD6, page 127). The Force-user must keep this power up until the torpedo hits its target. A torpedo guided this manner that hits a Yuuzhan Vong target ignores any protection normally afforded by its dovin basal shields.

Miscellaneous Rules 

Bafforr Tree Pollen (NJOS, sidebar, page 63)Bafforr tree pollen causes living vonduun crab armor to seize up. Any warrior wearing vonduun crab armor that is affected by bafforr tree pollen is unable to move, and cannot breath. The wearer can survive for his Strength die code (dropping pips) times five before taking suffocation damage. Damage is equal to 1D plus 1D per round that the wearer is unable to breath. If the pollen is completely washed off (which requires about 1 minute to do effectively), the crab armor returns to its normal state, and the wearer is once again able to breath. The pollen has no effect on dead vonduun crab armor.

Bo'tous Toxin (NJOS, sidebar, page 76)Bo'tous are tiny beetle-like creatures that infest the lungs of living organisms, laying eggs and destroying lung tissue. Under special circumstances, a specially-trained assassin may carry a single bo'tous in her lungs, where it lays millions of eggs. These eggs remain dormant until they are forcefully exhaled, which causes them to hatch. The assassin must consciously release the bo'tous spores. Any living, breathing creature within 4 meters of this exhalation must succeed at a Very Difficult Strength roll or be infected with the bo'tous. Holding one's breath until out of the effected area will also prevent infection. If infected by the bo'tous, the new host will lose a number of pips from his Strength rating equal to a roll of 5D. If this reduces his Strength below 0D, the victim dies. This damage can be repaired by a successful Technical: Medicine (A) roll, with a difficulty equal to the number of pips lost from the victim's Strength rating.

Coral Ships and Targeting Computers (NJOS, page 32)Conventional ships sensors will identify Yuuzhan Vong vessels as asteroids. Since they do not register as threats, a conventional weapon system's Fire Control cannot be added to a character's Gunnery die pool like normal. Fire control computers can be calibrated to work against Yuuzhan Vong ships, but this requires a Difficult Computer Programming/Repair skill roll. The new settings will take effect after a number of rounds equal to 10 minus the two times the weapon's Fire Control die rating. For example, a targeting computer with a Fire Control rating of 2D will take 6 rounds (10-4=6) to come back online.

Dovin Basals (NJOS, pages 32-34)Dovin Basals provide Yuuzhan Vong vessels with lift, propulsion, control, and damage ablation through the manipulation of gravitic fields. These fields degrade the conventional deflector shields of vessels they are pursuing. This reduces the pursued vessel's Shield rating by a number of dice equal to the Yuuzhan Vong ship's own "Shield" rating each round until they are depleted. Against capital-scale ships, this shield loss is reduced by 1/3rd. Yuuzhan Vong ships can combine their efforts, reducing an opponent's shield rating even faster. The ship's shields can be restored, but this cannot be accomplished until it breaks pursuit.

Because a Yuuzhan Vong ship's dovin basal powers both propulsion and shields, its shield rating is reduced depending on its speed. Modifiers to a Yuuzhan Vong ship's Shield rating are listed below, depending on the ship's speed and/or maneuver. If an action would reduce the ship's Shield rating below 0D, it cannot be attempted by that ship.

Ship Speed

Shield Modifier

Cautious

+0

Cruise

+0

High-Speed

-1 pip

All-Out

-2 pips

Dovin basals can also be used as tractor beams. The ship's dovin basal Shield rating can be diverted, in whole or in part, and used as a tractor beam's damage roll (see "Tractor Beams," SWD6, page 127), adjusted for scale as normal. Of course, this reduces the ship's Shield rating so long as the dovin basal is being used as a tractor beam.

In addition, dovin basals can be used to create gravity wells in one fire arc, in much the same way as an Interdictor cruiser. While doing so, the Yuuzhan Vong ship's dovin basals cannot act as shields.

The Embrace of Pain (NJOS, page 49)This is a torture rack, utilized both for spiritual purification and torture by the Yuuzhan Vong. Anyone strapped into the device who does not know how to deactivate it (basically, any non-Yuuzhan Vong) is held immobile and can do nothing except attempt to escape. To break the grip of the Embrace of Pain, a victim must succeed in an opposed Strength check against the machine's Strength rating of 7D+1. Any victim attempting to break free alone suffers a -2D penalty to his Strength roll. This penalty is nullified if the victim is assisted by other characters, and up to eight characters can combine their efforts in an attempt to free him. Any attempt to escape from the Embrace causes excruciating agony, and the victim must make a further Moderate difficulty Strength check or be stunned for 2D rounds. Alternately, the Embrace of Pain can be destroyed, with damage being applied against its Strength rating (use the rules for Damaged Weapons, SWD6, page 95). Any successful attack also inflicts 3D of damage against the victim as the device tightens its grip.

Vergere's Tears (NJOS, sidebar, page 77)Vergere's tears are a very potent curative. One dose will temporarily raise the user's Strength rating by 1D, will instantly heal one level of damage, and will purge all diseases and toxins from his system. The temporary die of Strength is reduced by -1 pip per hour.

Yuuzhan Vong Lav Peq Netting Beetles (NJOS, page 113)Lav peq are beetles about the size of thud bugs. They spin fibrous webs while devouring small amounts of matter from everything they touch. The netting is strong, but is vulnerable to energy attacks. It has a Strength rating of 1D+1 per centimeter of thickness, with the average layer being 2 centimeters thick (with a Strength rating of 2D+2). Lav peq can fly, meaning that a layer of netting can be up to 100 meters from the ground. They are otherwise identical to their description in the sourcebook.

Yuuzhan Vong Psychological Torture (NJOS, sidebar, page 148)Yuuzhan Vong torturers make Intimidation skill checks against their helpless victims, who must resist with their Control or Willpower skill. Treat this Intimidation roll as a damage roll, with results as outlined here:

0-3

Unsettled

4-8

Frightened

9-12

Terrified

13-15

Broken

16+

Comatose

Unsettled: The character's will is beginning to erode. If a character is unsettled a number of times equal to his Knowledge die code, he becomes catatonic and unresponsive for 2D minutes.
Frightened: A frightened result indicates that the character suffers a -1D penalty to all skill and attribute rolls until he is allowed to rest, and this is cumulative (in other words, being frightened twice will apply a -2D penalty).
Terrified: Terrified characters act as if they have been frightened (suffering the same attribute and skill penalties), but are also struck unconscious for 10D minutes.
Broken: Subjects who are broken are completely submissive to their Yuuzhan Vong masters, and are either killed or reeducated as slaves.
Comatose: The character is mentally "dead," and becomes an NPC under the control of the GM.

Yuuzhan Vong Purification Rituals (NJOS, sidebar, page 10)When a Yuuzhan Vong plunges the contaminated portion of his anatomy into a container of ngdin-like creatures in order to purify it, he must make an Easy Strength check each round for 24 rounds. Failure indicates that he cannot stand the pain, and pulls himself free of the container.

Dead Armor (NJOS, page 22)
Model: Dead Vonduun Crab ArmorType: Vonduun Crab ArmorScale: CharacterCost: Not available for saleAvailability: 4, XGame Notes: Apply the following modifiers to any suit of Vonduun crab armor that has died: -1 pip to the armor's bonus to Strength rolls made to resist damage, and -2 pips to Dexterity.

Chilab (NJOS, page 22)Chilabs are "worn" in the nasal cavity of a subject. From this unlikely spot, they can "record" everything that their host sees and hears, creating a record that can be "uploaded" to a Qang qahsa (a biological memory storage device).

Gnullith (NJOS, page 22; RCRBd20, sidebar, page 356; SWd20, page 255)A gnullith is an organic breath mask that sticks a proboscis down the user's throat, allowing him to breath any non-corrosive gas, or underwater. To successfully employ a Gnullith requires a Moderate Strength check, which can be attempted once per round.

Gnullith-Villip (NJOS, sidebar, page 123)This is a gnullith/villip hybrid that allows a Yuuzhan Vong to communicate with anyone who is likewise equipped to a distance of 500 meters while allowing the user to breath in an inhospitable environment.

Lungworm (NJOS, sidebar, page 123)A lungworm is worn in conjunction with a vacuum ooglith, and provides the wearer with breathable air for up to 2 hours. Once this time period is up, the lungworm dies.

Ooglith Cloaker (NJOS, pages 22-23; SWd20, page 255)The ooglith cloaker is an organic environment suit, and is typically used in conjunction with a gnullith. It is painful to wear, inflicting 2D damage to the wearer every time it is worn. It can be released by pressing a hidden organ. Anyone unaware of this organic switch can succeed at a Difficult Knowledge check to discover it.

Ooglith Masquer (NJOS, page 23; RCRBd20, sidebar, page 356; SWd20, sidebar, page 244)The ooglith masquer, similar to the ooglith cloaker, covers its user's body with a convincing disguise. Each masquer is engineered to mimic a specific species. When used, an ooglith masquer grants a Yuuzhan Vong a +3D bonus to his Con: Disguise skill roll. Just like the ooglith cloaker, the masquer is painful to wear, and inflicts 2D damage every time it is worn. It can also be removed by pressing a hidden organ.

Tkun Strangler (NJOS, page 103)This is a small creature used to kill a victim through strangulation. When placed around a victim's neck, the tkun initiates an opposed grapple using its Strength rating of 4D+2. If the victim is restrained, she takes a -3D penalty to this opposed roll. Death from strangulation is the typical outcome. The victim can survive for her Strength die code (dropping pips) times five before taking suffocation damage. Suffocation damage is equal to 1D, plus 1D per round that the wearer is unable to breath.

Vacuum Ooglith (NJOS, sidebar, page 123)The vaccuum ooglith is a variant of the ooglith cloaker that works in the vacuum of space. The vacuum ooglith only protects the wearer against the rigors of space, and in no way does it provide the wearer with any oxygen supply. It is typically used in conjunction with a lungworm.

Villip (NJOS, page 23; RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)Villips are used by the Yuuzahn Vong to communicate over long distances, and they function just as detailed in the SWd20 core rules. Learning how to awaken and use a Villip requires a Difficult Knowledge check.

Yuuzhan Vong Cuffs (NJOS, page 103; SWG#8, page 79)These small creatures are used by the Yuuzhan Vong as restraint devices, and are locked around humanoid wrists much like regular handcuffs or binders. Anyone attempting to escape can roll a Security skill check, with a Heroic +15 difficulty. On a failed roll, the cuffs tighten painfully, inflicting 1D of damage. If attacked, the creature has a Body Strength of 2D, and an armor bonus of +3D. If not killed in a single attack, the creature will tighten its grip, inflicting 2D damage per round until dead.

Yuuzhan Vong Weapons 

Amphistaff (NJOS, page 20; RCRBd20, sidebar, page 356; SWd20, page 255)
Model: Yuuzhan Vong AmphistaffType: Multi-purpose melee weaponScale: CharacterSkill: Melee Parry: Amphistaff, Melee Weapons: Amphistaff
Cost: Not available for saleAvailability: 4, XDifficulty: Varies (see below)Damage: Varies (see below)Game Notes: The amphistaff is an organic weapon used by the Yuuzhan Vong. If used by someone familiar with its various functions, the amphistaff can be used as a quarterstaff, a two-headed spear (adds +1D to all parry rolls), a whip (adds +1D to attempts to disarm or entangle an opponent; successful hits with the whip inject venom), or a whip-spear (which shares the qualities of both the whip and the spear, though the granted bonuses are only +2 pips). In addition, the amphistaff can spit venom, or inject it with a successful whip hit that results in a damage result higher than Stunned. Either way, a victim affected by amphistaff venom must succeed at a Very Difficult Strength check. If injected, the poison reduces the victim's Dexterity score by 1D (cumulatively). If the poison is sprayed into a victim's eyes, blindness results. The effects last until the venom is treated. Statistics for amphistaff weapons are listed below:

Amphistaff Mode

Difficulty

Range

Damage

Max

Quarterstaff

Easy

Melee

STR+1D+1

5D

Two-Headed Spear

Moderate

Melee

STR+2D

7D

Whip

Moderate

Melee

STR+1D+2

6D

Venom Spitter

n/a

1-3/10/20

Poison

n/a

Blorash Jelly (NJOS, page 20; RCRBd20, sidebar, page 356; SWd20, page 255)Blorash jelly is an amorphous, sticky blob. When struck, a character must succeed at a Difficult Dodge roll or be pinned and unable to move. Even if this Dodge roll succeeds, the character can only move at half speed, and his Dexterity is penalized by -2D. Removing the blorash jelly requires either a Very Difficult Strength roll, or a Difficult Knowledge roll. Alternately, either an energy weapon or a cutting weapon can be employed, but this requires a damage roll against a Strength of 3D+1 that results in either a Incapacitated or Dead wound result.

Coufee (NJOS, page 20)
Model: Yuuzhan Vong CoufeeType: Melee WeaponScale: CharacterCost: Not available for saleAvailability: 4, XDifficulty: Very EasyDamage: Strength +1D+1Game Notes: This double-edged dagger, which is constructed of sharpened chitin, is the default weapon of the Yuuzhan Vong.

Finger Spears (NJOS, sidebar, page 114)
Model: Yuuzhan Vong Finger SpearsType: Combat Bio-Organic ProstheticScale: CharacterSkill: Melee Combat: Finger Spears
Cost: Not available for saleAvailability: 4, XRange: 1/2/4
Difficulty: Based on rangeDamage: Strength +2DGame Notes: The "fingers" of these implants are actually tentacles that can telescope out to a distance of up to 4 meters, impaling targets. A Yuuzhan Vong using finger spears can attack more than one opponent at the same time (by spreading his fingers), but each opponent targeted requires a separate to-hit roll.

Razorbug (NJOS, page 21; RCRBd20, sidebar, pages 356-357; SWd20, page 255)
Model: Yuuzahn Vong RazorbugType: Organic Thrown WeaponScale: CharacterSkill: Thrown Weapons: RazorbugAmmo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Damage: 3D+1Game Notes: Razorbugs are used as thrown weapons by the Yuuzahn Vong, and guide themselves towards their targets. If they miss, they will return to the thrower at the end of the following round. The razorbug guides itself to the target, granting a +1 pip bonus to the thrower's skill roll. If the razorbug hits its target, it uses its claws to burrow deeper into the wound on the following round (doing another 3D+1 of damage) unless it is removed first.

Singularity Mine (NJOS, sidebar, page 155)Singularity mines, when stepped on, break open and create a miniature black hole above itself. Any beings (creatures, droids, and characters) within 2 meters of the mine must make Very Difficult Dodge skill rolls, or be sucked into the black hole and lost forever.

Thud Bug (NJOS, page 21; RCRBd20, sidebar, page 357; SWd20, page 255)
Model: Yuuzhan Vong Thud BugType: Organic Thrown WeaponScale: CharacterSkill: Thrown Weapons: Thud Bug
Ammo: 1Cost: Not available for saleAvailability: 4, XFire Rate: 1Range: 1-6/20/40Damage: 4DGame Notes: The thud bug, unlike the razorbug, is not thrown. Instead, it is released, and guides itself towards its target with an attack skill of 5D. A thud bug that misses its target will continue to attack each round until it either hits, or is destroyed. If it hits, it inflicts the listed damage. The target must also make a Moderate Strength roll to keep his footing, otherwise he is knocked prone. Once the bug hits, it returns to its dormant state until activated again.

Tsaisi (NJOS, page 21; RCRBd20, sidebar, page 357; SWd20, sidebar, page 244)
Model: Yuuzhan Vong TsaisiType: Multi-purpose melee weaponScale: CharacterSkill: Melee Parry: Tsaisi, Melee Weapons: Tsaisi
Cost: Not available for saleAvailability: 4, XDifficulty: Varies (see below)Damage: Varies (see below)Game Notes: The tsaisi is a shorter version of the amphistaff. When used by a skilled combatant, it can be used as a baton, a two-headed dagger (adds +2 pips to all parry rolls), a lash (adds +2 pips to attempts to disarm an opponent; successful hits with the lash also inject the target with venom), and a lash-dagger (which shares the qualities of both the lash and the dagger, though the granted bonuses are only +1 pip). Like the amphistaff, it can also spit venom. The venom is injected when a successful hit with the lash inflicts a damage result higher than Stunned, and effects are the same as for the amphistaff. Statistics for the tsaisi's different weapon modes are listed below.

Tsaisi Mode

Difficulty

Range

Damage

Max

Baton

Easy

Melee

STR+1D

4D

Two-Headed Dagger

Moderate

Melee

STR+1D+2

6D

Lash

Moderate

Melee

STR+1D+1

5D

Venom Spitter

n/a

1-2/5/10

Poison

n/a

Existing Material References 

Below, you will find book and page references to everything in the "New Jedi Order Sourcebook" that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. I only plan to list up to three or four references for each entry.